X-Git-Url: https://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fworld%2Fworld.cpp;h=c43747a8c89f60089e560d54dbb49b01ce97a930;hb=e20be973f6ef23164ae54398088e1b14d9bac3ab;hp=937203190ff1b3879b64a5339f5e540b222e3ff8;hpb=4fbf5a3c1b0e530706023f5fc4be2f68d30ea645;p=blank.git diff --git a/src/world/world.cpp b/src/world/world.cpp index 9372031..c43747a 100644 --- a/src/world/world.cpp +++ b/src/world/world.cpp @@ -33,6 +33,7 @@ Entity::Entity() noexcept , id(-1) , name("anonymous") , bounds() +, radius(0.0f) , state() , heading(0.0f, 0.0f, -1.0f) , max_vel(5.0f) @@ -96,12 +97,12 @@ glm::vec3 Entity::ControlForce(const EntityState &s) const noexcept { } void Entity::Position(const glm::ivec3 &c, const glm::vec3 &b) noexcept { - state.chunk_pos = c; - state.block_pos = b; + state.pos.chunk = c; + state.pos.block = b; } void Entity::Position(const glm::vec3 &pos) noexcept { - state.block_pos = pos; + state.pos.block = pos; state.AdjustPosition(); } @@ -115,14 +116,14 @@ void Entity::SetHead(float p, float y) noexcept { } glm::mat4 Entity::Transform(const glm::ivec3 &reference) const noexcept { - return glm::translate(glm::vec3((state.chunk_pos - reference) * Chunk::Extent())) * model_transform; + return glm::translate(glm::vec3((state.pos.chunk - reference) * ExactLocation::Extent())) * model_transform; } glm::mat4 Entity::ViewTransform(const glm::ivec3 &reference) const noexcept { return Transform(reference) * view_transform; } -Ray Entity::Aim(const Chunk::Pos &chunk_offset) const noexcept { +Ray Entity::Aim(const ExactLocation::Coarse &chunk_offset) const noexcept { glm::mat4 transform = ViewTransform(chunk_offset); return Ray{ glm::vec3(transform[3]), -glm::vec3(transform[2]) }; } @@ -138,7 +139,7 @@ void Entity::Update(float dt) { void Entity::UpdateTransforms() noexcept { // model transform is the one given by current state - model_transform = state.Transform(state.chunk_pos); + model_transform = state.Transform(state.pos.chunk); // view transform is either the model's eyes transform or, // should the entity have no model, the pitch (yaw already is // in model transform) @@ -268,8 +269,7 @@ bool EntityController::MaxOutForce( EntityState::EntityState() -: chunk_pos(0) -, block_pos(0.0f) +: pos() , velocity(0.0f) , orient(1.0f, 0.0f, 0.0f, 0.0f) , pitch(0.0f) @@ -278,30 +278,7 @@ EntityState::EntityState() } void EntityState::AdjustPosition() noexcept { - while (block_pos.x >= Chunk::width) { - block_pos.x -= Chunk::width; - ++chunk_pos.x; - } - while (block_pos.x < 0) { - block_pos.x += Chunk::width; - --chunk_pos.x; - } - while (block_pos.y >= Chunk::height) { - block_pos.y -= Chunk::height; - ++chunk_pos.y; - } - while (block_pos.y < 0) { - block_pos.y += Chunk::height; - --chunk_pos.y; - } - while (block_pos.z >= Chunk::depth) { - block_pos.z -= Chunk::depth; - ++chunk_pos.z; - } - while (block_pos.z < 0) { - block_pos.z += Chunk::depth; - --chunk_pos.z; - } + pos.Correct(); } void EntityState::AdjustHeading() noexcept { @@ -483,7 +460,7 @@ std::vector candidates; bool World::Intersection( const Ray &ray, const glm::mat4 &M, - const Chunk::Pos &reference, + const ExactLocation::Coarse &reference, WorldCollision &coll ) { candidates.clear(); @@ -544,10 +521,23 @@ bool World::Intersection( } bool World::Intersection(const Entity &e, const EntityState &s, std::vector &col) { - AABB box = e.Bounds(); - Chunk::Pos reference = s.chunk_pos; + // TODO: make special case for entities here and in Chunk::Intersection so entity's bounding radius + // doesn't have to be calculated over and over again (sqrt) + glm::ivec3 reference = s.pos.chunk; glm::mat4 M = s.Transform(reference); - return Intersection(box, M, reference, col); + + bool any = false; + for (Chunk &cur_chunk : chunks) { + if (manhattan_radius(cur_chunk.Position() - reference) > 1) { + // chunk is not one of the 3x3x3 surrounding the entity + // since there's no entity which can extent over 16 blocks, they can be skipped + continue; + } + if (cur_chunk.Intersection(e, M, cur_chunk.Transform(reference), col)) { + any = true; + } + } + return any; } bool World::Intersection( @@ -603,7 +593,7 @@ void World::Update(Entity &entity, float dt) { f.position = sixth * ((a.position + 2.0f * (b.position + c.position)) + d.position); f.velocity = sixth * ((a.velocity + 2.0f * (b.velocity + c.velocity)) + d.velocity); - state.block_pos += f.position * dt; + state.pos.block += f.position * dt; state.velocity += f.velocity * dt; state.AdjustPosition(); @@ -617,7 +607,7 @@ EntityDerivative World::CalculateStep( const EntityDerivative &delta ) { EntityState next(cur); - next.block_pos += delta.position * dt; + next.pos.block += delta.position * dt; next.velocity += delta.velocity * dt; next.AdjustPosition();